[squeak-dev] Re: How Morohs are rendered
Lawson English
lenglish5 at cox.net
Mon Jan 23 16:38:27 UTC 2012
On the topic of fillrates and software blitters, has anyone considered
the use of QuickDraw regions to speed up the process? The patent expired
long ago, but the algorithm was designed to allow overlapping windows to
work on the original Mac, and was quite speedy. It was only superseded
by specialized hardware many years later, but still has potential uses
even though no-one bothers to.
L.
On 7/19/11 4:10 PM, Igor Stasenko wrote:
> On 19 July 2011 23:28, Hilaire Fernandes<hilaire.fernandes at edu.ge.ch> wrote:
>>>> No such thing. If you're interested in the details you'll have to be
>>>> more specific about what aspect you're interested in. Are you trying to
>>>> make your graphics faster? In that case enable the preference
>> Yes, I try to make graphics faster on iPad.
>> I am tempted to think the bottleneck are the bitblt operations of the
>> damaged area, also the larger the whole canvas, the slower the rendering
>> with the same sketch.
>> I can try to reduce the number of damaged area.
>>
> Yes. The fillrate of bitblt engine is quite slow, because all
> operations are in memory and CPU bound.
> Comparing to fillrate of modern graphics cards. And even to fillrate
> of other CPU-driven implementations like, because they using highly
> optimized code for that.
>
>
>> Hilaire
>
>
>
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